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Seller: GreatBookPrices, Columbia, MD, U.S.A.
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Language: English
Published by McFarland and Co Inc, US, 2020
ISBN 10: 1476676917 ISBN 13: 9781476676913
Seller: Rarewaves.com USA, London, LONDO, United Kingdom
Paperback. Condition: New. Some board games--like Candy Land, Chutes and Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.
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Published by McFarland & Co Inc, Jefferson, NC, 2020
ISBN 10: 1476676917 ISBN 13: 9781476676913
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Paperback. Condition: new. Paperback. Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Add to basketPaperback / softback. Condition: New. New copy - Usually dispatched within 4 working days.
Language: English
Published by McFarland Publishing, 2021
ISBN 10: 1476676917 ISBN 13: 9781476676913
Seller: Revaluation Books, Exeter, United Kingdom
Paperback. Condition: Brand New. 249 pages. 9.00x6.00x0.50 inches. In Stock.
Language: English
Published by McFarland & Co Inc, Jefferson, NC, 2020
ISBN 10: 1476676917 ISBN 13: 9781476676913
Seller: AussieBookSeller, Truganina, VIC, Australia
Paperback. Condition: new. Paperback. Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Language: English
Published by McFarland and Co Inc, US, 2020
ISBN 10: 1476676917 ISBN 13: 9781476676913
Seller: Rarewaves.com UK, London, United Kingdom
Paperback. Condition: New. Some board games--like Candy Land, Chutes and Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.
Seller: Majestic Books, Hounslow, United Kingdom
Condition: New. Print on Demand pp. 249.
Condition: New. Print on Demand pp. 249.
Seller: Biblios, Frankfurt am main, HESSE, Germany
Condition: New. PRINT ON DEMAND pp. 249.
Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework.
Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Some board games--like Candy Land, Chutes & Ladders, Clue, Guess Who, The Game of Life, Monopoly, Operation and Payday--have popularity spanning generations. But over time, updates to games have created significantly different messages about personal identity and evolving social values. Games offer representations of gender, sexuality, race, ethnicity, religion, age, ability and social class that reflect the status quo and respond to social change.Using popular mass-market games, this rhetorical assessment explores board design, game implements (tokens, markers, 3-D elements) and playing instructions. This book argues the existence of board games as markers of an ever-changing sociocultural framework, exploring the nature of play and how games embody and extend societal themes and values.
Seller: preigu, Osnabrück, Germany
Taschenbuch. Condition: Neu. Who's in the Game? | Identity and Intersectionality in Classic Board Games | Terri Toles Patkin | Taschenbuch | Studies in Gaming | Englisch | 2020 | McFarland | EAN 9781476676913 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.